Unity NodeCanvas AI使用笔记

扩展:
1.在这里插入图片描述
输入输出参数限制,增加描述,根据接口判断类型限制

2.选择节点,遍历节点,行为节点
3.行为节点 行为执行的时候有互斥关系,加入一个queue,最后执行
4.NodeCanvas的参数传参可以由上个节点传到下个节点。
5.执行时机 : 每月手动执行一次,或者LateUpdate循环执行。
6.行为节点发生的时候打开另外一个行为树,执行判断检测。
7.行为树不能不同要指定的单位使用同一份asset,要不然一个单位还没执行完就会被另一个给覆盖

https://blog.youkuaiyun.com/weixin_46030212/article/details/122450717

The complete Visual Behaviour Authoring framework for Unity, empowering you to create advanced AI Behaviours and Logic, including three separate, fully featured, yet seamlessly interchangeable modules for you to choose and easily add in your game: • Behaviour Trees • Hierarchical State Machines • Dialogue Trees NodeCanvas is a production ready framework used by many awesome games including Kim, Pamela, Hurtworld, Shroud of the Avatar, Kingdom and Ghost of a Tale. [Games Showcase] Feature Highlights ------------------------------------- • Choose the right tool for the task at hand. • Design reactive Behaviour Trees and Hierarchical State Machines within an intuitive, designer friendly visual node editor: (Full Undo/Redo, Zoom In/Out, Multi-selection, Duplication, Copy/Pasting, JSON Import/Export, Groups, Comments and more) • Use local & global variables of any type, visually or in code, for creating reusable and actor-oriented, parametric behaviours, optionally saving and loading those variables between gaming sessions. • Data Bind variables with any component property of any type directly. • Sync variables automatically over the network using UNET, for creating multiplayer games. • Visually Debug behaviours with realtime, colorful and informative runtime debugging. • Live Edit everything while in play mode to perfectly understand your design goals and how to achieve them. • Utilize any existing code directly with advanced and extremely fast Reflection Tasks, automatically integrating Unity's and 3rd Party asset APIs. • Work with Lists/Arrays, Enums, Interfaces and pretty much ANY Variable Type you need out-of-the-box. • React to world changes and transfer data using the built-in Event System. • Reuse and Bind made behaviours among any number of different agents. • Organize your designs using Behaviour Sub-Trees and Sub-State Machines. • Extend NodeCanvas Framework to create your own Actions, Conditions, Nodes or even completely new modules with the e
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